Exploring Students’ Attitude and Motivation Toward GRAMBOT: A Gamified Language Learning Tool
DOI:
https://doi.org/10.24191/cplt.v13i3.6718Keywords:
Grammar, Gamification, ESL, students’ attitude, students’ motivation, language learningAbstract
Gamification is an emerging technology that integrates elements of games in non-game situations to complete tasks with rewards and other incentives. It has become a favourable approach in language learning and has been adopted widely across educational levels in ESL context. However, studies have shown that gamification integration in ESL classrooms is not without challenges, especially in terms of learners’ responses towards technology adoption. Hence, this mixed-methods study identifies ESL diploma students’ perceived attitudes and motivation using GRAMBOT as a digital educational tool for English language learning. Data were collected using both quantitative and qualitative research methods through a structured questionnaire and open-ended questions, assessing students’ cognitive, affective and behavioral attitudes, as well as motivation. 147 students responded to the survey and data were analysed using descriptive statistical methods particularly mean and standard deviation. The findings reveal that GRAMBOT significantly enhances students’ cognitive, affective and behavioral attitudes, while boosting their motivation toward English language learning. These outcomes highlight how engaging features in GRAMBOT can encourage students’ motivation and engagement in language learning.
References
Published
Issue
Section
License
Copyright (c) 2025 Noor Ain Saufi, Siti Hafizah Ambi, Aisyah Nazamud-din, Nur Farah Fadhliah Mahmud

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All articles published in the Journal of Creative Practices in Language Learning and Teaching (CPLT) are licensed under Attribution-NonCommercial-NoDerivatives 4.0 International CC BY-NC-ND 4.0
You are free to:
Share — copy and redistribute the material in any medium or format
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
NonCommercial — You may not use the material for commercial purposes.
NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.




